/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others.
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const